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Old 07-14-2018, 11:54 AM
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House Rules: Any edition

What are some things that you would say are nearly universal house rules in the games you play?

I am thinking those rules that you might not even realize ARE house rules, but almost everyone, in every game, defaults to them.

For instance, in DnD 3.5, I've never come across a game where Monks weren't house-ruled to be proficient in unarmed strikes. By the actual rules as written, they are not proficient with their own signature weapon/attack, but every GM I have ever played with waves that away, and gives them proficiency.

I am looking for similar things in any edition of DnD you play, or, in any popular game.
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Old 07-14-2018, 12:10 PM
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Perhaps this one is almost universal as well?

in 3.5, multiclassing may give you penalties (in EXP) if you don't keep your classes roughly level. Does anyone actually enforce those rules, or is that another almost universal house rule, that they are not?
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Old 07-14-2018, 12:16 PM
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Qalyar Qalyar is offline
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In every version of D&D that has "death from massive damage", I house rule that directly out the door. It makes high level play ridiculously dumb, and causes even mid-level games to unnecessarily value rocket-tag builds. Does anyone not?

Likewise, with the strength of 3.5 arguably being the way that you can combine classes and prestige classes to make highly customized characters, the multiclass XP penalty rules seem out of place. I haven't been in a game that used them since very early in 3.0.

Speaking of XP, I don't know anyone who has ever run 3.5 with the "experience is like a river" mechanism... where the experience awards are determined based on character level on a per-character basis (so a 5th level character in a party of otherwise-6th level characters gets more experience at each XP award). It's the source of several 3.5 exploits, and it's just so, so much bookkeeping anyway. I don't think most people even realize the DMG says it works that way in the first place.

Less universally, I do a lot of rules cleanup for 3.5 games (yes, including that monk thing). Arguably the most mechanically substantive house rule I employ is:
Quote:
Worn items with charges (including items that have charges which refresh daily) must be worn for 24 hours to attune them in order to access the charges. The item then remains attuned to you until either: 1) someone else equips the item, or 2) you equip a different item in that slot. This does not apply to held items (such as wands and scrolls), nor to slotless items.
This is, effectively, to prevent characters carrying big stacks of things like anklet of translocation and, later, belt of battle and hot-swapping them as they burn through charges.
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Old 09-09-2018, 03:30 AM
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These are for 3.5, as that's the system I've run with the most unintuitive things so far.

1: Diplomacy does not work as written. Ever. Usually social aspects in games I run end up resembling the 4th edition skill challenge system substituting in opposing rolls for fixed DCs.

2: Drowning does not save you from dying.

3: Free actions actually take time, but essentially aren't registered action economy. May just be the groups I play with, but everyone assumes things like you better actually be doing things while orating every aspect of that great strategy.
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